JP4850490B2 - Game program and game device - Google Patents

Game program and game device Download PDF

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JP4850490B2
JP4850490B2 JP2005328149A JP2005328149A JP4850490B2 JP 4850490 B2 JP4850490 B2 JP 4850490B2 JP 2005328149 A JP2005328149 A JP 2005328149A JP 2005328149 A JP2005328149 A JP 2005328149A JP 4850490 B2 JP4850490 B2 JP 4850490B2
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communication
game
communication partner
state information
user terminal
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JP2007130338A (en
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祐介 白岩
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任天堂株式会社
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/34Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network-specific arrangements or communication protocols supporting networked applications
    • H04L67/38Protocols for telewriting; Protocols for networked simulations, virtual reality or games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Application independent communication protocol aspects or techniques in packet data networks
    • H04L69/40Techniques for recovering from a failure of a protocol instance or entity, e.g. failover routines, service redundancy protocols, protocol state redundancy or protocol service redirection in case of a failure or disaster recovery
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/408Peer to peer connection

Description

  The present invention relates to a game program and a game device, and in particular, a game in which game data is transmitted and received between a plurality of game devices, and each game device executes game processing using game data received from another game device. The present invention relates to a game program and a game apparatus used in the system.

  Network game systems are roughly divided into client / server type network game systems and peer-to-peer type network game systems.

  The client / server type network game system is a network game system in which a user terminal connects to a game server as a client, and the game progresses mainly by the game server executing game processing. In this client / server type network game system, the processing load of the game server increases as the number of user terminals simultaneously connected to the game server increases. Therefore, it is necessary to prepare a sufficiently high-performance game server. There is a disadvantage that the cost for building a game system is high.

On the other hand, since the peer-to-peer network game system is basically a network game system in which a game progresses by communication between user terminals, a high-performance game such as a client / server network game system. A server is not necessary, and data transfer between user terminals can be performed without going through the game server, so that it is suitable for a game that requires real-time processing such as a racing game. Non-Patent Document 1 discloses an example of such a peer-to-peer network game system.
"Online Game Programming", Softbank Publishing Co., Ltd., by Jung WunChul, March 3, 2005, first edition, P218-222

  However, although Non-Patent Document 1 discloses a method of connecting a user terminal to a peer-to-peer network, it discloses a method of disconnecting a terminal whose connection state is unstable or cannot be connected. Absent.

  Further, as described above, the peer-to-peer network game system is different from the client / server network game system in that each user terminal performs an operation based on a signal received from another user terminal. Therefore, simply disconnecting a terminal whose connection state is unstable or unable to connect causes a shift in the contents of the game executed on each user terminal, and in some cases severely affects the progress of the game. There's a problem.

  For example, in the peer-to-peer network game system configured with four game devices as shown in FIG. 27, when a failure occurs in the communication line between the game device A and the game device B, the game device A Since the signal from the game device B can no longer be received, the game data transmitted from the game device C and the game device D (that is, the game device A, the game device C, and the game device D). The game processing continues based on the game data of the game device, but the game device C has its own game data and game data transmitted from the game device A, the game device B, and the game device D (that is, the game device A, Based on the game data of four game devices of game device B, game device C, and game device D). To continue the process. As a result, a difference occurs between the result of the game process executed by the game apparatus A and the result of the game process executed by the game apparatus C.

  Therefore, an object of the present invention is to solve the above-mentioned problems of the conventional peer-to-peer network game system, and to disconnect a terminal whose connection state is unstable or unable to be connected so that the content of the game does not shift. It is to provide a network game system that can be used.

  In order to achieve the above object, the present invention employs the following configuration. Reference numerals and figure numbers in parentheses indicate correspondence with the drawings in order to help understanding of the present invention, and do not limit the scope of the present invention.

  A first aspect of the present invention is a game system in which game data is transmitted and received between a plurality of game devices (10), and each game device executes game processing using game data received from another game device. The game program (20) executed in each game device. The game program sends a computer (11) of the game device to a communication partner list adding unit (S12), a communication state determining unit (S30), a first communication state information updating unit (S32), a communication state information transmitting unit ( S38), communication status information receiving means (S16), second communication status information updating means (S36), communication partner list deleting means (S42), game data transmitting / receiving means (S38, S16), and game processing means (S23). It is a game program for making it function as. The communication partner list adding means is a list of communication partners held in the storage unit (12) of the game device when the game device is connected as a new communication device to the network to which the game device belongs. Is a means for adding the new communication partner to the communication partner list (21) indicating. The communication state determination means is means for determining whether or not communication between the game device of the communication device and each communication partner is possible based on the reception status (23) of the signal from each communication partner. The first communication state information update means stores communication state information (22a), which is stored in the storage unit and indicates whether communication between the game device of the game device and each communication partner is possible or not. It is a means to update at any time based on the determination result of the determination means. The communication state information transmitting means is means for periodically transmitting the communication state information (22a) of its own game device to each communication partner. The communication status information receiving means is means for receiving the communication status information (22b) of each communication partner from each communication partner and storing it in the storage unit. The second communication status information updating means refers to the communication status information of each communication partner received by the communication status information receiving means, and is indicated as an incommunicable partner in the communication status information of any communication partner. When there is a game device, the communication status information is updated so that the game device is indicated as an incommunicable partner in the communication status information (22a) held in the storage unit. The communication partner list deleting means refers to the communication state information (22a) of its own game device and the communication state information (22b) of each communication partner held in the storage unit, and is common to all communication state information. When there is a game device indicated as an incommunicable partner, the game device is deleted from the communication partner list (21). The game data transmission / reception means is means for periodically transmitting / receiving game data to / from each communication partner indicated in the communication partner list. The game processing means is means for executing a game process based on the game data of each communication partner received by the game data transmitting / receiving means.

  As a modification, the communication status information transmitting means transmits the communication status information of its game device together with the game data when the game data transmitting / receiving means transmits game data to any communication partner. May be.

  As a modification, the communication status information is a list consisting only of communication partners that are determined to be able to communicate with the other party by the communication status determination unit among the communication partners included in the communication partner list. (FIG. 7A).

  As a modification, the communication state determination means measures the elapsed time since the signal was last received from each communication partner, and communicates with each communication partner depending on whether or not the elapsed time exceeds a certain time. It may be determined whether or not this is possible.

  A second aspect of the present invention is a game system in which game data is transmitted and received between a plurality of game devices (10), and each game device executes game processing using game data received from another game device. It is the game device used for. The game apparatus includes a communication partner list adding unit (11, S12), a communication state determining unit (11, S30), a first communication state information updating unit (11, S32), and a communication state information transmitting unit (11, S38). , Communication status information receiving means (11, S16), second communication status information updating means (11, S36), communication partner list deleting means (11, S42), game data transmitting / receiving means (11, S38, S16), and Game processing means (11, S23) is provided.

  According to the present invention, not immediately disconnecting the game device that has become unable to communicate, but ready to disconnect the game device in all communication partners included in the communication partner list, After confirming based on the communication status information received from each communication partner, the game device that cannot communicate is disconnected for the first time. Thus, for example, in a peer-to-peer network game system, one game device continues the game process based on the game data of three game devices, and another game device plays a game based on the game data of four game devices. It is possible to reliably avoid the situation of continuing the process, and to prevent the result of the game process executed on each game device from being shifted.

  Hereinafter, a preferred embodiment of the present invention will be described with reference to the drawings.

  FIG. 1 is a diagram showing a configuration of a game system as a preferred embodiment of the present invention. The game system includes a plurality of user terminals (game devices) 10. Game data is transmitted and received between the plurality of user terminals, and each user terminal performs game processing using game data received from other user terminals.

  FIG. 2 shows a typical configuration example of the user terminal 10. The user terminal 10 includes a CPU 11, a RAM 12, a hard disk 13, a communication unit 14, an input unit 15, and a display unit 16. The CPU 11 loads the game program stored in the hard disk 13 into the RAM 12 and executes it. Although an example in which the game program is stored in the hard disk 13 in advance is described here, the present invention is not limited to this, and the game program is stored in the user terminal through an external recording medium such as a memory card, cartridge, or DVD-ROM. 10 or a game program may be supplied to the user terminal 10 through the communication unit 14. CPU11 implement | achieves video games, such as a race game, by running a game program. The input unit 15 is used for game operations, and the display unit 16 is used for displaying game images.

  FIG. 3 is an example of a memory map of the RAM 12 of the user terminal 10. In addition to the game program 20 loaded from the hard disk 13, the RAM 12 stores a communication partner list 21, communication state information 22, and a frame counter 23. The communication partner list 21, communication state information 22, and the frame counter 23 are stored in the RAM 12. It is updated appropriately as the game progresses.

  The communication partner list 21 is a list indicating a user terminal of a partner that transmits and receives game data. For example, when a game system is configured with four user terminals, user terminal A, user terminal B, user terminal C, and user terminal D, and communication is normally performed between the user terminals, The communication partner list held in the RAM of the terminal A is as shown in FIG.

  The communication status information 22 is information indicating whether or not communication between the user terminal of the user and each communication partner included in the communication partner list 21 is possible. The communication status information 22 is transmitted and received between the user terminals, and each user terminal transmits its own communication status information 22a and communication status information received from each communication partner (that is, communication status information of each communication partner) 22b. Are held in the RAM 12. FIG. 5 shows a specific example of the communication state information 22 held in the RAM of the user terminal A.

  The frame counter 23 is a counter for counting the elapsed time (the number of elapsed frames) since the signal was last received from each communication partner included in the communication partner list 21. FIG. 5 shows a specific example of the frame counter 23 held in the RAM of the user terminal A. As will be described later, when the count value of a certain user terminal reaches a predetermined threshold (for example, 300) in the frame counter 23, it is determined that communication with this user terminal is disabled. This threshold value may be changed as appropriate according to the progress of the game. For example, the threshold value for determining that communication is impossible may be changed between accepting participation in a race game and during a race in the race game.

  As described above, the communication state information 22 is information indicating whether or not communication between the user terminal and each communication partner included in the communication partner list 21 is possible. There are several possible variations. In FIG. 7A, FIG. 7B, and FIG. 7C, although the game system is comprised by four user terminals, user terminal A, user terminal B, user terminal C, and user terminal D, user terminal A and user terminal B 3 shows specific examples of communication state information (own communication state information 22a) held in the RAM of the user terminal A when communication between the terminals is disabled. FIG. 7A is an example in which only communication partners that can communicate among the communication partners included in the communication partner list 21 are listed. FIG. 7B is an example showing, for each communication partner included in the communication partner list 21, whether communication with the communication partner is possible or impossible. FIG. 7C is an example in which only communication partners that cannot communicate among the communication partners included in the communication partner list 21 are listed. In the following description, it is assumed that the communication status information 22 has the data structure shown in FIG. 7A.

  Hereinafter, the flow of processing of the CPU 11 of the user terminal 10 based on the game program 20 will be described with reference to the flowcharts of FIGS.

  FIG. 8 is a flowchart showing the flow of the main process. When the main process is started, first, in step S10, the CPU 11 determines whether a new user terminal is connected to its own user terminal. If a new user terminal is connected, the process proceeds to step S12. If the new user terminal is not connected, the process proceeds to step S14.

  In step S12, the newly connected user terminal (more precisely, identification information indicating the user terminal) is added to the communication partner list 21 held in the RAM 12.

  In step S14, communication state information transmission processing is executed. The details of this communication status information transmission process will be described below with reference to FIG.

  In step S26 of FIG. 9, the CPU 11 copies the communication partner list 21 and overwrites its own communication state information 22a.

  In step S28, 1 is added to the count value of each user terminal in the frame counter 23.

  In step S30, it is determined whether there is a user terminal whose count value of the frame counter 23 is equal to or greater than a predetermined threshold (for example, 300). If there is a user terminal, the process proceeds to step S32. Proceed to step S34.

  In step S32, the user terminal whose count value of the frame counter 23 is equal to or greater than a predetermined threshold is deleted from its own communication state information 22a.

  In step S34, is there any user terminal that is indicated to be unable to communicate in any of the communication status information received from other user terminals, that is, the communication status information 22b of the communication partner stored in the RAM 12? If it exists, the process proceeds to step S36, and if it does not exist, the process proceeds to step S38. For example, when a game system is configured with four user terminals, user terminal A, user terminal B, user terminal C, and user terminal D, communication state information as shown in FIG. Since this communication status information indicates that the user terminal A cannot communicate with the user terminal B, the determination result in step S34 at the user terminal C is affirmative.

  In step S36, that is, the user terminal indicated as incapable of communication in any of the communication status information 22b of the communication partner stored in the RAM 12 is deleted from its own communication status information 22a. In the above example, in the user terminal C, the user terminal B is deleted from its own communication state information 22a.

  In step S38, the communication state information 22a of the player is transmitted together with the game data to all the communication partners included in the communication partner list 21 (however, it is not always necessary to transmit the communication state information 22a together with the game data). As a result, the list of remaining user terminals obtained by deleting the user terminal that the user terminal is trying to disconnect from the communication partner list 21 and the user terminal that the other user terminal is trying to disconnect is displayed as communication status information as the communication partner. Will be sent. When the transmission of the communication state information is completed in step S38, the communication state information transmission process is terminated, and the process proceeds to step S16 in FIG.

  In step S16, it is determined whether communication state information has been received from the communication partner. If received, the process proceeds to step S18. If not received, the process proceeds to step S22.

  In step S18, the communication state information received from the communication partner is overwritten in the RAM 12 as communication state information 22b of the communication partner.

  In step S20, the count value of the frame counter 23 corresponding to the user terminal that is the transmission source of the received communication state information is reset to zero.

  In step S22, a cutting process is executed. Hereinafter, the details of the cutting process will be described with reference to FIG.

  In step S40 of FIG. 10, the CPU 11 refers to the communication status information received from each communication partner included in the communication list 21 and stored in the RAM 12, and the communication status is not shared in all the communication status information. It is determined whether there is a user terminal that is indicated as possible, and if it exists, the process proceeds to step S42, and if not, the disconnection process is terminated and the process proceeds to step S24 in FIG.

  In step S <b> 42, the user terminal that is indicated to be unable to communicate in common in all communication status information stored in the RAM 12 is deleted from the communication partner list 21. In this way, neither game data nor communication status information is transmitted to the user terminal deleted from the communication partner list 21. When the process of step S42 is completed, the cutting process is terminated, and the process proceeds to step S23 of FIG.

  In step S23, the game process is executed based on the input from the input unit 15 and the game data received from the communication partner.

  In step S24, it is determined whether or not the game has ended. If the game has ended, the main process ends. On the other hand, if the game has not ended, the process returns to step S10, and the processes of steps S10 to S23 are repeatedly executed at a cycle of one frame period (1/60 second) until the game ends.

  As a result of the operation of the user terminal 10 as described above, when a user terminal is disconnected, the user at all communication partners connected to the user terminal based on the communication status information transmitted from the communication partner Since it cut | disconnects after confirming that the terminal is ready to cut | disconnect, it can avoid reliably that the shift | offset | difference arises in the result of a game process between user terminals.

  In the above description, it is assumed that in step S38 of FIG. 9, the own communication state information is transmitted together with the game data every frame. However, the present invention is not limited to this, and the game data and the communication state information are individually transmitted. You may do it. Moreover, you may transmit game data and communication status information in order with respect to several communication partners. For example, game data and communication status information are transmitted from the user terminal A to the user terminal B, and game data and communication status information are transmitted from the user terminal A to the user terminal C after the elapse of two frames from the user terminal A. The game data and the communication status information may be transmitted from the terminal A to the user terminal D, and the game data and the communication status information may be transmitted from the user terminal A to the user terminal B two frames after that.

  Hereinafter, with reference to FIG. 11A to FIG. 26B, in a game system composed of four user terminals, user terminal A, user terminal B, user terminal C, and user terminal D, user terminal A and user terminal B The flow of processing when a failure occurs in the communication line will be specifically described. Here, it is assumed that the communication status information is transmitted in order to each communication partner every two frames (that is, the transmission destination makes a round in a six-frame period). Further, it is assumed that the time lag of data communication is about 10 frame periods.

  FIG. 11A is a diagram showing the relationship between user terminals in the 204th frame, and no failure has occurred in the communication line at this point. FIG. 11B is a diagram showing information held in the RAM of each user terminal in the 204th frame. For example, the communication partner list 21 held in the user terminal A includes the user terminal B, the user terminal C, and the user terminal D. In the frame counter 23 held in the user terminal A, the count value of the user terminal B is 2, the count value of the user terminal C is 0, and the count value of the user terminal D is 4. The user terminal A holds communication state information of the user terminal B, communication state information of the user terminal C, and communication state information of the user terminal D as communication state information 22b of the communication partner. The state information includes user terminal A, user terminal C, and user terminal D. Further, the own communication state information 22a held in the user terminal A includes the user terminal B, the user terminal C, and the user terminal D.

  When a failure occurs in the communication line between the user terminal A and the user terminal B immediately after the 204th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal in the 500th frame are respectively It becomes like FIG. 12A and FIG. 12B. In the 500th frame, the count value of the user terminal A in the frame counter of the user terminal B exceeds the predetermined threshold (300). The user terminal B (more precisely, the CPU of the user terminal B) determines that communication with the user terminal A is impossible, and deletes the user terminal A from its own communication state information. Note that the deletion of the user terminal A from the communication state information of the user terminal B is transmitted to other user terminals after several frames to a dozen or more frames depending on the transmission timing of the communication state information and the communication time lag.

  In the 502nd frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 13A and 13B, respectively. In this frame, since the count value of the user terminal B in the frame counter of the user terminal A exceeds a predetermined threshold (300), the user terminal A determines that communication with the user terminal B is impossible, and the user terminal A determines from the communication state information of itself. Delete terminal B.

  In the 510th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 14A and 14B, respectively. In this frame, the communication state information transmitted from the user terminal B is received by the user terminal C. In response to the fact that the user terminal A is deleted from the communication state information of the user terminal B, the user terminal C deletes the user terminal A from its own communication state information.

  In the 512th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 15A and 15B, respectively. In this frame, the communication status information transmitted from the user terminal B is received by the user terminal D. In response to the fact that the user terminal A is deleted from the communication state information of the user terminal B, the user terminal D deletes the user terminal A from its own communication state information.

  In the 514th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 16A and 16B, respectively. In this frame, the communication state information transmitted from the user terminal A is received by the user terminal C. The user terminal C receives the fact that the user terminal B is deleted from the communication state information of the user terminal A, and deletes the user terminal B from its own communication state information.

  In the 516th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 17A and 17B, respectively. In this frame, the communication status information transmitted from the user terminal A is received by the user terminal D. In response to the fact that the user terminal B is deleted from the communication state information of the user terminal A, the user terminal D deletes the user terminal B from its own communication state information.

  In the 520th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 18A and 18B, respectively. In this frame, the communication status information transmitted from the user terminal C is received by the user terminal D. Since the user terminal A is deleted from the communication status information of the user terminal C and the user terminal A is not included in the communication status information of other communication partners, as shown in FIG. User terminal A is deleted from the communication partner list. As a result, as shown in FIG. 19A, the user terminal A and the user terminal D are disconnected.

  In the 522nd frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 20A and 20B, respectively. In this frame, the communication state information transmitted from the user terminal C is received by the user terminal A, and the communication state information transmitted from the user terminal D is received by the user terminal C. Since the user terminal A has been deleted from the communication state information of the user terminal D and the user terminal A is not included in the communication state information of other communication partners, as shown in FIG. User terminal A is deleted from the communication partner list. As a result, as shown in FIG. 21A, the user terminal A and the user terminal C are disconnected.

  In the 524th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 22A and 22B, respectively. In this frame, the communication state information transmitted from the user terminal C is received by the user terminal B.

  In the 526th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 23A and 23B, respectively. In this frame, the communication state information transmitted from the user terminal D is received by the user terminal B, and the communication state information transmitted from the user terminal C is received by the user terminal D. Since the user terminal B has been deleted from the communication state information of the user terminal C and the user terminal B is not included in the communication state information of other communication partners, as shown in FIG. User terminal B is deleted from the communication partner list. As a result, as shown in FIG. 24A, the user terminal B and the user terminal D are disconnected.

  In the 528th frame, the connection relationship between the user terminals and the information held in the RAM of each user terminal are as shown in FIGS. 25A and 25B, respectively. In this frame, the communication status information transmitted from the user terminal D is received by the user terminal C. Since the user terminal B is deleted from the communication state information of the user terminal D and the user terminal B is not included in the communication state information of other communication partners, as shown in FIG. User terminal B is deleted from the communication partner list. As a result, as shown in FIG. 26A, the user terminal B and the user terminal C are disconnected.

  Thus, thereafter, the game proceeds between the user terminal C and the user terminal D. Note that the user terminal A does not receive signals from other user terminals, so the count value of each communication partner in the frame counter continues to increase, and the count value of all communication partners reaches 300 or more. The process ends. The same applies to the user terminal B.

The figure which shows the structure of the network system as preferable one Embodiment of this invention. Typical configuration example of user terminal 10 Example of memory map of RAM12 A specific example of the communication partner list 21 A specific example of the communication status information 22 A specific example of the frame counter 23 First variation of data structure of communication status information 22 Second variation of data structure of communication status information 22 Third variation of data structure of communication status information 22 The flowchart which shows the flow of a process of CPU11. Flow chart showing flow of communication status information transmission process Flow chart showing the flow of the cutting process The figure which shows the relationship between the user terminals in the 204th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 204th frame The figure which shows the relationship between the user terminals in the 500th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 500th frame The figure which shows the relationship between the user terminals in the 502nd frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 502nd frame The figure which shows the relationship between the user terminals in the 510th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 510th frame The figure which shows the relationship between the user terminals in the 512th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 512th frame The figure which shows the relationship between the user terminals in the 514th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 514th frame The figure which shows the relationship between the user terminals in the 516th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 516th frame The figure which shows the relationship between the user terminals in the 520th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 520th frame The other figure which shows the relationship between the user terminals in the 520th frame The figure which shows the information hold | maintained in RAM of each user terminal in the 520th frame The figure which shows the relationship between the user terminals in the 522nd frame. Another figure which shows the information hold | maintained in RAM of each user terminal in the 522nd frame The other figure which shows the relationship between the user terminals in the 522nd frame Another figure which shows the information hold | maintained in RAM of each user terminal in the 522nd frame The figure which shows the relationship between the user terminals in the 524th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 524th frame The figure which shows the relationship between the user terminals in the 526th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 526th frame The other figure which shows the relationship between the user terminals in the 526th frame Another figure which shows the information currently hold | maintained in RAM of each user terminal in the 526th frame The figure which shows the relationship between the user terminals in the 528th frame. The figure which shows the information hold | maintained in RAM of each user terminal in the 528th frame The other figure which shows the relationship between the user terminals in the 528th frame Another figure which shows the information hold | maintained in RAM of each user terminal in the 528th frame The figure which shows the relationship between each game device when a communication failure generate | occur | produces in the conventional peer-to-peer type game system

Explanation of symbols

10 User terminal 11 CPU
12 RAM
13 hard disk 14 communication unit 15 input unit 16 display unit 20 game program 21 communication partner list 22 communication state information 22a own communication state information 22b communication partner communication state information 23 frame counter

Claims (5)

  1. A game program executed in each game device in a game system in which game data is transmitted and received between a plurality of game devices, and each game device executes game processing using game data received from another game device. A computer of the game device,
    When another game device is connected as a new communication partner to the network to which the game device belongs, the communication partner list indicating the list of communication partners held in the storage unit of the game device is added to the new communication partner list. Communication partner list addition means for adding a communication partner,
    Communication state determination means for determining whether or not communication between the game device and each communication partner is possible based on the reception status of signals from each communication partner,
    First, the communication state information, which is stored in the storage unit and indicates whether communication between the game apparatus and each communication partner is possible, is updated as needed based on the determination result of the communication state determination unit. Communication status information update means,
    Communication state information transmitting means for periodically transmitting communication state information of its own game device to each communication partner;
    Communication state information receiving means for receiving communication state information of each communication partner from each communication partner and storing it in the storage unit;
    With reference to the communication status information of each communication partner received by the communication status information receiving means, when there is a game device indicated as an incommunicable partner in the communication status information of any communication partner, Second communication state information updating means for updating the communication state information so that the game apparatus is indicated as an incommunicable partner in the communication state information held in the storage unit;
    A game device that is stored in the storage unit and refers to the communication state information of its own game device and the communication state information of each communication partner, and is shown as a partner that cannot be communicated in common in all the communication state information A communication partner list deleting means for deleting the game device from the communication partner list when present;
    Game data transmitting / receiving means for periodically transmitting / receiving game data to / from each communication partner shown in the communication partner list, and executing game processing based on the game data of each communication partner received by the game data transmitting / receiving means A game program for functioning as a game processing means.
  2.   The communication status information transmitting means transmits the communication status information of its own game device together with the game data when the game data transmitting / receiving means transmits game data to any one of the communication partners. The game program according to claim 1.
  3.   The communication state information includes a list including only communication partners determined to be able to communicate with the other party by the communication state determination unit among the communication partners included in the communication partner list. The game program according to claim 1.
  4.   The communication state determination means measures the elapsed time since the signal was last received from each communication partner, and whether or not communication with each communication partner is possible depending on whether or not the elapsed time exceeds a certain time. The game program according to claim 1, wherein the game program is determined.
  5. A game device used in a game system in which game data is transmitted and received between a plurality of game devices, and each game device executes game processing using game data received from another game device,
    When another game device is connected as a new communication partner to the network to which the game device belongs, the communication partner list indicating the list of communication partners held in the storage unit of the game device is added to the new communication partner list. Communication partner list addition means for adding a communication partner,
    Communication state determination means for determining whether or not communication between the game device and each communication partner is possible based on the reception status of signals from each communication partner,
    First, the communication state information, which is stored in the storage unit and indicates whether communication between the game apparatus and each communication partner is possible, is updated as needed based on the determination result of the communication state determination unit. Communication status information update means,
    Communication state information transmitting means for periodically transmitting communication state information of its own game device to each communication partner;
    Communication state information receiving means for receiving communication state information of each communication partner from each communication partner and storing it in the storage unit;
    With reference to the communication status information of each communication partner received by the communication status information receiving means, when there is a game device indicated as an incommunicable partner in the communication status information of any communication partner, Second communication state information updating means for updating the communication state information so that the game apparatus is indicated as an incommunicable partner in the communication state information held in the storage unit;
    A game device that is stored in the storage unit and refers to the communication state information of its own game device and the communication state information of each communication partner, and is shown as a partner that cannot be communicated in common in all the communication state information A communication partner list deleting means for deleting the game device from the communication partner list when present;
    Game data transmitting / receiving means for periodically transmitting / receiving game data to / from each communication partner shown in the communication partner list, and executing game processing based on the game data of each communication partner received by the game data transmitting / receiving means A game device comprising game processing means.
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